Review: Batman: Arkham Asylum (PS3)

written by Melissa Shaw
Originally printed in Fantasy Magazine

arkhamasylumFrom top to bottom, Batman: Arkham Asylum for the Sony PS3 is a vivid, detailed, and sometimes chilling foray into the gothic world of Batman.

The premise is simple: Batman delivers a newly-captured Joker to Arkham Asylum, the notorious Gotham prison housing all his vanquished supervillain enemies, only to find himself at the center of a sinister plot. The Joker plans to make Batman witness his creation of an army of huge, bestial soldiers by using the Titan venom, a chemical compound developed at Arkham. The Joker’s more personal ultimate goal, which he reveals just before the big final boss fight at the end, is both unexpected and satisfying.

Every step of the way, the Joker is in control, leading and taunting Batman through the game’s earlier levels. But Batman is not without his own resources: an array of gadgets that allow him to master his environment by gliding with his cape, grappling up to ledges and gargoyles, using the Detective Mode view to locate enemies, and more. The fight controls are simple but responsive and effective. The game wants you to feel not only physically powerful but clever, focusing on both fighting and detective skills, and it gives you plenty of tools to do both. Despite the perils of the nighttime environment and its denizens, it’s clear that you, as Batman, are the most dangerous creature at Arkham.

The narrative in this game, written by Paul Dini (a veteran writer and producer who has written for Batman: The Animated Series), holds the game together and gives it added depth, demonstrating the increasing importance of strong scriptwriting as video games become more complex.

The game takes place over a single night, and takes Batman not just through Arkham Asylum but all over Arkham Island, in and out of various large, impressive buildings. From the moldering cemetery to the abandoned mansion, the lavish, realistic settings are filled with nooks and crannies to explore, many of which contain the 240 extras , riddles, trophies, interview tapes, and secrets maps , left for you by the Riddler.

Throughout this long, dark night, Batman encounters and must deal with any number of lunatics, henchmen, and sub-bosses, but it is his battles with Scarecrow and the hallucinations Scarecrow induces that are the most developed and affecting. The Scarecrow sequences are genuinely chilling, and delve deeply into the Batman mythos, producing some disturbing images.

The graphics are gorgeous, taking full advantage of the PS3’s processing power to deliver sharp, detailed settings and characters. (The game is also available on the Xbox 360 and the PC.) Where possible, the game integrates gameplay with narrative and dialog. For example, during the opening gameplay sequence, Batman , under your control , escorts the Joker through the entrance to Arkham, while the Joker taunts Batman, his head and body swiveling in surprisingly naturalistic movement to follow Batman wherever you move him.

The voice-over performances are strong, particularly that of Mark Hamill, who reprises his Batman: TAS role as the Joker with intelligent, psychotic glee. The soundtrack supports the narrative without intruding, creating a sense of menace and urgency where appropriate.

The game is a little on the short side, but the richness of the world and the large number of extras make up for a briefer linear gameplay. The game’s foremost flaw is that while it provides maps of the island and its various buildings, it’s not always clear how to get from one place to another; a door that was unlocked before may be locked now, and because the buildings are so large and labyrinthine, it can be difficult to figure out how to get out.

A more minor flaw , which some will see as a strength , is that despite the budget that Arkham Asylum’s massive scale clearly requires, the warden somehow couldn’t afford to clothe Poison Ivy, who saunters through the game in panties and a half-undone shirt. (While Harley Quinn’s outfit is also brief and geared toward seductiveness, she has the excuse of wanting to please and amuse her paramour, the Joker.) Of course, this game, as with most games, is geared toward teenaged boys, but as the number of adult women who play video games continues to grow, the industry would be wise to be responsive to more of its consumer base.

One note of caution: this game is a dark ride, its nightmarish imagery of corpses and skulls inappropriate for young children.

Overall, Batman: Arkham Asylum is a strong, satisfying game that lets you taste what it’s like to be Batman, up against nearly insuperable odds, but finally winning the day. Or, in this case, the night.

10527_1187758026540_1606014926_30480607_3193812_nMelissa Shaw’s short fiction has appeared in Asimov’s, Realms of Fantasy, Analog, and several anthologies. Melissa is a Clarion West graduate and a “Writers of the Future” contest winner. She is currently writing for an as-yet-unreleased video game.

Fun With Flash Fiction!

Hi everyone! I have a writing exercise I’m going to try out. I’m curious to see how it works, and I’ll need your help to do it. Don’t worry, no heavy lifting or paperwork required. All I need from each and every one of you is a trigger. Now you’re probably wondering what the heck I’m going on about. Well, a trigger, in this context, is a word or phrase that is used to try to create a story from. Once I have a trigger, I’ll try to use that to root a story idea in it, and will let the story grow from there. The story does not have to contain the word, nor does the connection to the word have to be obvious. The goal is get the creative flow going and end up with something in the end. So what I need from you are the trigger words. You can leave a comment here. I intend to use each and every one of them to create a story–the time frame for doing this is uncertain since I’m not sure how big of a response to expect from this, and I do have other writing projects as well as Real Life going on in parallel. So please, drop a message here with a trigger. Please keep it clean to some extent.

Where did the idea for this come to mind? Two places:
1. I first came across this idea at Liberty Hall Writer’s Forum, where they hold a weekly flash fiction challenge. Once you log in to see the trigger, you have just 90 minutes to write a complete story and submit it so you can view others’ stories and vote on your favorite. It’s a great way to get a story going when you’re having trouble getting the start. I encourage you to stop by and give it a try.

2. I lovingly stole the idea for taking triggers from a group of friends from an interview with writer Greg Van Eekhout who has tried this before. It sounded like fun, so here goes. Thanks Greg!

Niche Game: Kingdom Hearts

Niche games: Âwe’ve all played them. ÂThey’re the games that you remember for a long time because they’re so unique. ÂSometimes they’re the only ones ever made like them. ÂOther times they were trailblazers for their kind of gameplay. ÂBut what they have in common is the bravery to try something new, allowing them to rise above the imitators. ÂEven though there might be newer games with shinier graphics, these games are still worth playing mecause they’re something different, something special.

Kingdom Hearts is a parallel world story, with a twist. The game is a joint venture between Squaresoft and Disney, released in 2002 for the PS2. The main character, Sora, travels from world to world, and each of them will be very familiar, because each is the setting of a Disney movie, from the pride lands of The Lion King, Wonderland, and Neverland. Besides the worlds, there are also many cameos from Disney characters, and characters from Squaresoft’s Final Fantasy series.

The protagonist of the game is Sora, a fourteen year old boy. His friends Riku and Kairi also play important roles. At the beginning of the game they are all living on Destiny Islands, and they want to leave the islands to explore the world outside. One night, shadowy creatures appear, the Heartless. He discovers the magical Keyblade, which is his weapon throughout the game, a giant key that he wields like a sword. He’s separated from his friends as the Heartless destroy Destiny Islands.

Meanwhile, in another world, King Mickey (yes, the mouse), heads off to deal with the Heartless and sends his knight Goofy and his mage Donald to go find the key to stopping the Heartless. They seek out Sora, and join forces with him. You always control Sora directly, never his companions, but you can equip them, and set their behavior during battle. Donald’s attributes are based around magic, as he learns various spells as he levels up. Goofy’s primary weapon is a shield–yeah I know it’s weird. Though Sora technically carries the same Keyblade throughout the game, he can add different charms to it that will change it’s attributes drastically, changing the length, the appearance, the power, and even adding extra attributes like extra mana for abilities.

In each world, the Heartless take on new and varied forms which match their surroundings. So, in the pride lands they take the forms based loosely on African animals, in Neverland they often appear as pirates. I like this variation, all tied together by the “Heartless” logo they wear as a badge. Besides the minor Heartless enemies, each world generally has a big boss, also going along with the theme of that world. The objective of travelling through each world is to use the Keyblade to seal the keyhole, the heart of each world that the Heartless seek to destroy.

Different from most Squaresoft games, the fights in the game are real-time, though there is a menu item for performing actions like casting spells and using items. There are also hot-buttons to help speed up these side actions. You never control your two companions, all you can do is set their equipment and attributes. When visiting other worlds, sometimes a hero from that world will travel with you, and can temporarily replace either Goofy or Donald as your fighting companion. In addition, some characters are available as summon magic, where you call them up (Goofy and Donald temporarily disappear while this happens) to bestow some powerful effect and then disappearing. I liked the real-time aspect of the fighting system. It kept the game much more exciting from moment to moment, and much of the challenge is figuring out ways to defeat each unique type of enemy and dodging their attacks.

The one element of the game I wasn’t really impressed by was the Gummi ship. It’s your method of transportation between worlds. The transit ways are filled with enemies that attack you as you fly through Gummi space. You build your Gummi ship from scratch out of spare parts you find or buy along the way, including armor, weapons, radar, etc… It wasn’t that it was a bad element, but it just didn’t really seem to relate to the rest of the game that much and was just a diversion from the important parts–all the different worlds.

There’s quite a cast of voice actors for this game, including Haley Joel Osment, Hayden Panattiere, Billy Zane, and Lance Bass. They all did a really good job at their parts, making the characters seem real and helping to bring the game alive. Many of the Disney characters are voiced by the “official” Disney voice actors for each part.

The theme song, Simple and Clean, was composed and performed specifically for this game release by Hikaru Utada. I love the original version of the song, and the graphics of the sequence (though unfortunately with a remix instead of the original) at the beginning of the game just make it even more awesome to watch. When I first played the game I sometimes just watched them over and over to hear the song and see the sequence.

The plot is a reasonably good, though the main character is a bit corny at times. I loved to see the Disney villains working together across movies, Captain Hook and Maleficent, among others. Maleficent (from Sleeping Beauty) is one of my favorite villains of all time; I love her voice, her look, her power, everything about her. These villains were worked into the plot and blended seamlessly with the Squaresoft characters and the Heartless, despite their different animation styles.

Kingdom Hearts II was released in 2006 in the US, and used many of the same concepts, revisiting some of the same worlds as the first game, while expanding the ground covered. Despite their efforts to add fresh worlds and plot elements, it just came off as more of the same, so I give it a “meh,” despite the addition of Christopher Lee’s excellent voice acting abilities. It’s not a terrible game, and it was fun to see some of the new worlds they covered–such as Tron–but overall it just came off as more of the same to me.

Finding a copy of Kingdom Hearts shouldn’t be difficult at all, probably 10 bucks or less on eBay. It’s totally worth it. Enjoy!

The Best of Podcastle

podcastle-iconPodcastle is a podcast of fantasy stories, which I’ve been listening to for the past couple of months to get caught up on their backlog. They’ve provided a whole lot of great stuff for free distribution. They do ask for donations, but they are not required to listen to their fiction. Now that I’ve listened to all of their episodes, I’ve made a list of my top ten favorite episodes (and some honorable mentions that almost made the list).

If you like this article, you might also want to check out The Best of Pseudopod, in which I make a similar list for Podcastle’s horror counterpart, and The Best of Escape Pod, the science fiction counterpart.

1. Cup and Table by Tim Pratt
Read by Stephen Eley

Superpowered agents on a quest to find the Holy Grail. You can’t get much cooler than that! On top of that, the protagonist has a confused time sense, and Pratt’s writing of the story in non-chronological order works surprisingly well. And if that’s not enough, the ending was both cool and unpredicted (by me anyway).

2. A Heretic by Degrees by Marie Brennan
Read by Paul Tevis

Worldbuilding at its best. The strange world of Driftwood is revealed to the reader bit by bit. I know from experience that this is a tough balance to strike. Too much at once and it gets boring. Not enough and it’s confusing. Parallel worlds have always been one of my favorite fantasy elements.

3. Fourteen Experiments in Postal Delivery by John Schoffstall
Read by Heather Lindsley

This one starts out relatively normal and ramps up the weird as it goes on which, for me, made it easier to digest. I don’t particularly like the protagonist of this one, but she feels like a real person and that’s more important to me than likeability anyway. If you’ve never read any surrealism you might want to give this one a try just to see what you think. There are some lewd images and swear words–they fit well within the story, but just FYI.

4. Captain Fantasy and the Secret Masters by Tim Pratt
Read by Matthew Wayne Selznick

Clearly Tim Pratt’s style is well suited to my reading tastes! This is a very long one, one of the Podcastle “Giant” episodes, and one of the few Giants that I’ve liked. Most stories this long are much longer than they need to be–they could benefit by cutting their length in half and they seem to be padded for word count. This one is worth every word, every second. I do love superheroes, and this story gives nods to old-school superheroes alongside more modern styles, and has some unique ideas I haven’t seen in any other superhero stories (which is hard to do in this day and age). Lots of good rip-roaring action, as well as some good mystery elements.

5. Come Lady Death by Peter S. Beagle
Read by Paul S. Jenkins

This is an oldie but a goody. First published back in 1963, it tells the story of Death in human form who attends a party. The setting is similar to Poe’s The Masque of the Red Death, but the style and plot are all their own. It’s not the first time I’ve seen a female Death figure (Susan Bones from Pratchett’s Discworld series, for instance), but this incarnation is distinct and provides an enjoyable experience.

6. Nine Sundays in a Row by Kris Dikeman
Read by Kane Lynch

I have a lot of respect for anyone who can do a nonhuman point of view well, and Kris Dikeman has done that with this story. It’s the tale of a deal with the devil with the point of view of the devil’s dog, sent to watch over the supplicant who must spend every Sunday night at a crossroads for nine weeks in a row in order to earn a meeting with the devil. The characters are great, and the ending is fitting. A great story.

7. Komodo by Tim Pratt
Read by Cat Rambo

Yes, another one by Tim Pratt! Apparently I’m a huge fan, though I made the list on the stories without thinking much about the authors. His style and subject matter must just be particularly well-suited for my tastes. So I’ll definitely be watching for more from Pratt. This is the tale of a very powerful sorceress living in the modern day, when she comes up against something that seems to be beyond her abilities. She’s a well fleshed-out character, and the magic system in this is really good, not like anything else I’ve read.

8. Colin and Ishmael in the Dark by William Shunn
Read by MarBelle

Usually I don’t like omniscient point of view, where the narrator is an apparently corporeal third party in the room, unable to affect, only to observe. But it works well in this story, describing an encounter between a prisoner and a guard in a pitch black jail cell. The story is told almost entirely through dialogue between the two, and because the scene is dark, the actual events that are occuring are not always straightforward to interpret. This helps keep the story as disorienting for the reader as it is for the characters, which is quite a trick.

9. The Evolution of Trickster Stories Among the Dogs of North Park After the Change by Kij Johnson
Read by Heather Lindsley

The premise of this story is very interesting, with domesticated animals suddenly gaining the ability to speak, and it focuses on the interaction between dogs and their former masters. As the dogs develop a lingual culture, they develop (as the title states) trickster stories, which are interspersed with the narrative itself. I actually liked the trickster stories better than the main narrative, despite their short disconnected nature. I wish the world had been fleshed out a bit more, animals gaining the ability to speak didn’t have nearly the effect that I would’ve expected, but there’s still a lot to love about this story, and the trickster stories themselves made them worth the listen.

10. Castor on Troubled Waters by Rhys Hughes
Read by Alasdair Stuart

This is a ridiculous tale told by a character who has quite a story to tell in the time honored tradition of making stuff up to get out of paying people money. This is clear from the very beginning, which just makes his tale all the more funny.

Honorable Mentions

It was hard to pick out just ten, so here’s a few that were strong contenders to make the list.

The Cask of Amontillado by Edgar Allen Poe
Read by Cheyenne Wright

I know, it’s nearly a crime for Poe to be on the honorable mentions and not on the actual list. I’ve loved Poe’s writing since I first read them in English class, and this is one of my favorite authors. I love Cheyenne’s voice, and he narrated this quite well, except for one detail. The word “Amontillado” is mispronounced throughout, which drove me to distraction. One mispronunciation isn’t the end of the world, but since the word is used many times within the story, is in the title itself, and is in fact the central motivation for one of the characters, I found it hard to ignore. Even if it had been pronounced phonetically, it would have been better. In any case, Poe is one of my favorite authors of all time, I still wanted his story to be mentioned.

In Ashes by Helen Keeble
Read by Marie Brennan

The Twa Corbies by Marie Brennan
Read by Elie Hirschman

In Order to Conserve by Cat Rambo
Read by Mur Lafferty

Niche Game: Final Fantasy Tactics

Niche games: Âwe’ve all played them. ÂThey’re the games that you remember for a long time because they’re so unique. ÂSometimes they’re the only ones ever made like them. ÂOther times they were trailblazers for their kind of gameplay. ÂBut what they have in common is the bravery to try something new, allowing them to rise above the imitators. ÂEven though there might be newer games with shinier graphics, these games are still worth playing mecause they’re something different, something special.

I trust in Squaresoft to provide RPG games with intricate plots, interesting characters, varied special abilities, lots of room to explore, and heavy but surmountable challenges. The Final Fantasy series is a particularly shining example of this, especially Final Fantasy III (titled VI in Japan), VII, and X. Each of those games deserves an article in their own right, so I’m not going to dig into them here. Final Fantasy Tactics is an offshoot, not included in the main numbering of the series titles, but the numbering doesn’t matter much anyway. Despite their numbering, none of the games really have anything to do with each other plot-wise. They do tend to share much in the way of game mechanics, NPC races, monster types, some character naming, and other aspects, but otherwise the games have nothing to do with each other in terms of continuity.

Most of the games in the Final Fantasy series have a very artificial battle system. I’m not saying they aren’t great games in their own right, but the battles generally consist of the enemies lining up along one side of the screen and the players lining up along the other. When each character’s or monster’s battle timer fills up they have the opportunity to perform some action. If they choose to attack, they run over to the other side, slash the enemy with sword (or whatever weapon) and then run back to their own lines, as though they could charge unimpeded into the midst of an enemy group like that.

Final Fantasy Tactics uses a completely different battle system entirely. It is still turn-based, but the real interesting part is the use of terrain. The layout of the level has as much effect on the outcome of the battle as the strengths of the enemies or the skill of the player. In particular, holding the high ground is very important if either side has ranged fighters. Archers and mages are incredibly effective if they gain a little height, as their attacks gain a great deal of range when shooting at a lower location. Also, they’re harder to hit–if they’re high enough off the ground, an archer’s arrow won’t even be able to reach them.

Using the terrain takes some getting used to. In one of the first levels, your enemy is standing on top of a house throwing rocks down at you. To really face off against him, you have to go around the back and climb some crates on the back of the house to get up there. Until then he’s a constant annoyance, pelting you as you try to fight other enemies.

As each player’s turn comes around, they can move once (the range dependent on their class and the terrain, among other things), and perform an action (such as attacking, casting a spell, or using an item). Use these moves wisely, as that character will be a sitting duck, stuck in one place, until the next turn.

Another strange thing about the game is your ability to hire fighters to join your ranks. Your main character is always involved in every battle, and is the center of the plot, but you can bring along 4 other units to any fight. Any human unit can change character classes between fights, allowing you to customize your little army to a large degree. And as you play the game you can unlock new and unique character classes, each with their own special abilities, strengths, and weaknesses. You unlock these by creating obscure combinations of levelling up other character classes–to get the more interesting classes I needed to look up hints online. I would recommend doing so, because some of the classes are fun enough to make the game totally worth it on their own.

The game is based around a really good skill system. You build up ability points as you fight, which can be applied to different skills for each class. You can get them all in the gradual cheapest first order, or save up for a whopper of a skill. Either way, I like purchased skill based systems like this, they make the experience building into an interesting resource management challenge in themselves.

By far the best class in the game is the Mediator class. He doesn’t have much in the way of offense or defense, but what he does have is the unique ability to talk enemy characters over to your side. This works on both humans and monsters (but not bosses). It’s a great double threat, because not only do you reduce your enemies’ number by one, you also add one to your own group. This is the only way your group can ever number more than 5, so that’s another huge perk. Also, this is the only way you can get monsters on your side. And once you have a couple monsters, they randomly breed and lay eggs, creating new monsters. And for the human initiates, once the fight is over, you can strip them of their valuable equipment and get rid of them. The mediator’s talk skill has a fairly low rate of success, so you’ll want to have a well-rounded party to be able to fight and heal and all that good stuff even if he accomplishes nothing.

Besides the hired hands you get along the way, there are also plot-important characters that join your party. These guys tend to have their own special skills, not held by anyone else, though you never know if the plot is going to kill one of them off or make them leave your party. These guys are the real powerhouses of your group, and you should make good use of them.

When I first started playing this game, I had an idea for experience building that turned out to be a terrible idea. I hired several extra people for my party, and tried to rotate them all in and out of the current party to make them level at equal rates. In other games this would’ve worked fine, but the trouble is that the game-makers decided to increase the challenge level with the overall experience gathered by your party. The monsters are set to keep it challenging if your small party are the only fighters, so I soon learned that the more I tried to increase experience in a well-rounded way, the enemies got tougher at a much higher rate than I was. So my advice is to keep your active party small, and just keep those people around as long as you can.

One thing that really annoyed me in this game is the low success rate for white magic. Imagine you’re in the middle of a tough fight. Your archer is dead. Your knight is severely wounded. It’s your white mage’s turn, and he can either try to cast a cure spell on the knight or cast a life spell on the archer. He starts casting the spell, which takes a while–he stands in place and mumbles for a while. After this interminable wait, he finally casts it, and “Miss”. Well, your archer’s still dead and you’re knight’s soon to follow and your white mage has just wasted a turn. Arg! So I ended up relying mostly on items. Most of the character classes are only able to use items from one square away, which really limits their usefulness, but the alchemist class can throw items for several squares. Items always succeed, as long as they’re successfully administered (that is you don’t try to throw them through a wall or something). And the action occurs instantaneously. But an alchemist isn’t useful for much else, so I like to make one of my special plot-characters into an alchemist. He still keeps his inherent skills, but also has the ability to throw items, so he can be both a killer and a healer, as the situation demands.

Finding this game shouldn’t be difficult. A quick eBay search comes up with many hits, though if you want this particular game you will want to be careful not to get the PSP or Game Boy Advance or DS sequels. By using the following search string I was able to get a list mostly of just this version of the game:
“final fantasy tactics” -advance -rift -“war of lions” -“war of the lions”
I saw it on there for a Buy It Now price as low as $15 with plenty of open bidding going on for other identical items. And there’s always the possibility of getting a ROM for it, though I’ve never dabbled in Playstation emulators so I can’t give any advice on that route.

This game is definitely worth playing if you want an RPG that incorporates more battleground strategies instead of artificial “I stand over here and you stand over there and we’ll take turns” fighting style. Try it out. You won’t regret it. Enjoy!

Niche Game: Bart vs. the Space Mutants

Niche games: Âwe’ve all played them. ÂThey’re the games that you remember for a long time because they’re so unique. ÂSometimes they’re the only ones ever made like them. ÂOther times they were trailblazers for their kind of gameplay. ÂBut what they have in common is the bravery to try something new, allowing them to rise above the imitators. ÂEven though there might be newer games with shinier graphics, these games are still worth playing mecause they’re something different, something special.

Bart vs. the Space Mutants is one of the first video games to be made based on The Simpsons. The game was released back in 1991 on various consoles–the version I’m familiar with was on the NES. It’s a side-scroller game probably best described as platform-jumper and puzzle combined.

In the game, Bart is the only one who knows that space mutants have begun an invasion of Springfield. He knows this because his X-ray specs let him see through the aliens human disguises, to see the tentacle-headed monsters beneath. No one believes him so he’s on his own to stop the alien invasion.

The aliens’ secret plans involve collecting certain classes of items, and your objective is to collect, hide, or destroy these items so that the aliens can’t use them. The first level takes place on the streets of Springfield, and the items in question are things that are purple. Bart, of course, comes equipped with his trusty can of spraypaint, thus giving vandals an ironclad excuse for their actions. “I was saving the world from aliens, man!” The spraypaint works on some things, like the purple trash cans, but not everything. Other purple things will require different strategies, like walking on the clothesline to drop the hanging clothes onto purple items in the lawn below. In addition to all this, you can get and spend coins in various ways in this level, including some bottle rockets. I’ll leave it up to you to discover the use of the bottle rockets. This first level also has a skateboarding section which will test your reflexes, and in the end you’ll face off against a water balloon wielding Nelson.

This game is really quite difficult, or at least I thought it was at the time. Bart can only withstand two hits before he dies, and he only has three lives. There are little jumping aliens all over the place as well as the boss characters and other potentially damaging things like dogs. I should replay this game, as I’m curious how far I would get with my much-matured gaming skills.

Later levels progress to different areas of Springfield, such as the mall (where you collect hats), and Krustyland (where you collect balloons). The style of the levels and the different sort of collectibles helps to keep the game fresh. I like the variety this game offers, as well as the familiar humor that will be appreciated by any fan of classic Simpsons.

Finding a copy of this game shouldn’t be too hard. If you want a hard copy, you can find one for less than $5 on eBay. Otherwise it shouldn’t be difficult to find a copy of a ROM to play on your computer. It’s worth the time to play for its platform jumping, interesting puzzles, and Simpsons-based elements. I hope you check it out. Enjoy!

Renaissance Woman: Nancy Fulda

nancyfulda_and_alexNancy Fulda is a mom, writer, assistant editor of Jim Baen’s Universe, and the creator of Anthology Builder. Anthology Builder is an innovative website that allows customers to choose a set of short stories that are then printed and bound into a printed anthology just for them.

Nancy, thanks for joining us!

David Steffen: You’ve got a lot on your plate with parenting, writing, and editing. How do you budget your time? Do you have to set aside a part of the day for writing time?

Nancy Fulda: Scheduling is probably the hardest thing about working with small children at home. The needs of the children change as they grow, so I’m constantly shifting the schedule to accomodate them.

For about two years I worked every morning from 10:00-12:00, like clockwork, while the older children were in kindergarten. Now that my youngest has started crawling (not to mention climbing the stairs and pulling things off of shelves) I’ve shifted to a “work while the baby naps” approach. It’s a bit helter-skelter, but after a while you learn to maintain your concentration despite frequent interruptions.

David: What’s the most surprising thing you’ve learned working on the editorial staff of Jim Baen’s Universe?

Nancy: That there’s no such thing as a one-size-fits-all story. Before I started working for Baen’s, I had this vision in my head of the perfect story, the one that all readers would adore without reservation. I thought if I just learned the right techniques, I could write a story that would sell anywhere, to anyone.

After working with the reading team at Baen’s, it became clear that there is no such thing. Even in a group as carefully selective as ours — we were all looking for upbeat adventure stories– we still disagreed wildly on which story out of a given set was the best. My top pick was often someone else’s least favorite, and vice versa. We did occasionally find a story we all loved, but that tended to be the exception rather than the rule, and even those stories would probaby have been instantly rejected at publications with a different editorial vision than ours.

David: With Jim Baen’s Universe closing, do you have plans to join the staff of any other publications?

Nancy: No. Getting into editing was probably the best thing I’ve ever done for my writing, but if you’re not careful, editing will eat up your whole life. It’s time for me to narrow my focus and concentrate on my own writing again.

David: Where did you come up with the idea for Anthology Builder?

Nancy: It was kind of an accident. I’d just made my first few pro sales and was hanging out with a lot of other writers in the same boat. I wanted to keep up with what my friends were publishing, but they were selling to such a wide variety of magazines that I would have gone bankrupt if I’d tried to subscribe to them all.

“What I want,” I told them, “Is a do-it-yourself anthology web site where you can pick whatever stories you want and have them delivered as a bound book.”

The response to that quip was overwhelmingly positive and the rest, as they say, is history.

David: How has your experience with Anthology Builder compared with your expectations in terms of difficulty, popularity, and financial?

Nancy: It’s exceeded them on all three levels.

If I had known how much work AnthologyBuilder was going to be, I probably would never have done it. It’s a bit like childbirth, I guess. Starting the ball rolling is easy. By the time you realize what you’ve gotten yourself into, it’s too late to back out. *laughs*

I’m having fun, though, and we’ve seen far more sales in the first few years than I’d expected. Last year AnthologyBuilder paid all its own bills and generated enough excess for two large promotional campaigns. There wasn’t much left after that, of course, but I have high hopes for the future.

David: If you could go back in time and do the startup of Anthology Builder again, what would you do differently?

Nancy: The software. I’m very pleased with the way the system runs, but if I had it to do over again, I’d make some changes in the implementation, particularly the administration tools.

David: What has been the single most memorable moment in your writing career to date?

Nancy: I think it was reading the biographies of the other authors in the back of the first professional anthology I sold to. I remember reading those bios and thinking: “If I can make it into a Table of Contents with these folks, then maybe I have a shot at becoming a real writer after all.”

David: If you could give only one piece of advice to aspiring writers, what would it be?

Nancy: Write what you love. Learn writing technique first, of course: Join an online writers’ group, give and receive critiques, hone your skills. But once you’ve done all that, clear your mind of the ‘Thou Shalt Not’s and just write a story you enjoy. If you love your story, chances are the audience will, too.

David: What’s your favorite thing to do when you’re not reading or writing?

Nancy: That depends on the day and, occasionally, the time of the day. Among the things I enjoy are ballroom dance, chess, painting, software development, and singing.

David: What was the last book you read?

Nancy: Tintenherz by Cornelia Caroline Funke.

David: Your favorite book?

Nancy: Isn’t that a bit like asking someone to pick a favorite child?

Some of the books I’ve enjoyed most through the years are Heir to the Empire by Timothy Zahn, The Blue Sword by Robin McKinley, Mere Christianity by C. S. Lewis, and Paladin of Souls by Lois McMaster Bujold.

David: Who is your favorite author?

Nancy: Lois McMaster Bujold. Not only because I love her books, but because when I read her keynote addresses she seems like a supremely sensible human being.

David: What was the last movie you saw?

Nancy: Star Wars Episode IV. Amazing movie, that. 30 years since its original release, and it was still able to captivate the attention of my six-year-old.

David: What is your favorite movie?

Nancy: Today, right now? Evita.

David: Do you have any upcoming publications we should watch out for?

Nancy: “Knowing Neither Friend Nor Foe” is coming up in Beneath Ceaseless Skies and “A Song of Blackness” is scheduled for the Fantastical Visions V anthology.

As it happens, both of these are stories with a history. “Knowing Neither Friend Nor Foe” (originally titled “Kitjaya”, but as Scott pointed out, that title does little to hilight the primary conflict) is my first story from a completely alien viewpoint. ÂI never realized before how challenging such a story is, particularly because the reader keeps looking for humans to pop up. ÂDuring the critique process I had to rework several scenes in order to clearly convey that, no, there were no homo sapiens hiding behind the little green curtain. ÂI’m pleased that the effort paid off.

I wrote “A Song of Blackness” right after reading “Bethan’s Garden” by Sandra Tayler. ÂSandra’s story held so much warmth and human connection that it made everything I’d ever written feel like insignificant drivel. ”A Song of Blackness” was my conscious effort to write a story that *meant* something.

David: Can you tell us about your works in progress?

Nancy: I’m finishing rewrites on “Backlash”, which is a novelette about a man who discovers that his daughter is part of a terrorist movement. ÂLots of Bondian action, time travel, and a little family drama all get rolled into the mix.

I’m also working on a novel set on a planet with an extremely slow rotational period. ÂNomadic tribes circle the equator to stay in the habitable bands between Day and Night. ÂIt’s a very fun milieu to work in, and involves riding lizards, space ships, an evil technocratic society, and a plot to preserve all life on the planet.

David: Thanks a lot for taking the time for the interview, Nancy. For all of you out there, I encourage you to check out her writing, and to look into the service she provides at Anthology Builder.

Nancy: Thank you, David. ÂIt’s been a fun interview.

Niche Game: Black & White

Niche games: Âwe’ve all played them. ÂThey’re the games that you remember for a long time because they’re so unique. ÂSometimes they’re the only ones ever made like them. ÂOther times they were trailblazers for their kind of gameplay. ÂBut what they have in common is the bravery to try something new, allowing them to rise above the imitators. ÂEven though there might be newer games with shinier graphics, these games are still worth playing mecause they’re something different, something special.

Black and White, released is in 2001 by Lionhead studios. You play a deity and your objective is to convert more and more people to your belief system. You can do influence the world through two mediums: your own godly self, which is represented by a giant floating hand, and through your creature, your physical avatar in the world. The creature’s AI learning system is one of the most unique I’ve ever come across, and that alone makes this game worth playing. More on that later.

The title refers to your ability to choose your own path. You can be good or evil and you can complete the game either way. If you choose to follow the path of good, then you might help people grow their crops, save people’s lives as often as possible, and make people feel good. If you want to follow the path of evil, then intimidation is the way, human sacrifice, flying fireballs, that sort of thing. And you don’t have to strictly choose one or the other, you can make every choice however you want. But I suspect your worshippers will give you more belief if they know what to expect. As you lean more toward one side or the other, both your appearance and your creature’s appearance reflect this. Your hand will become red and claw-tipped and veiny if you are evil, and will be glowing and golden if you’re good. Likewise your creature’s appearance will be affected.

T

o help you consider the good and evil choices, you have a good and evil conscience which bicker with each other throughout. They also serve to provide missions to you, and which side you listen to determines your alignment. These guys did get annoying after a while, but occasionally they’re actually funny. If you leave the game unattended for a long time they will start talking to each other.

Your way of directly influencing the world is through your hand. You can manipulate objects directly, which includes carrying food, wood, people, rocks, which you can then set down gently or throw. You can uproot trees and plant them elsewhere or drop them at the village to be turned into lumber. And perhaps most importantly, you can perform miracles. Miracles are available in one of two ways, through miracle seeds or by casting them directly. Miracle seeds are free, but are not in wide abundance. Later on in the game, the villagers add extensions to the temple where they worship, filling up your mana which you can drain with spell-casting. If you want a quick boost of mana, you can drop a sacrifice on the altar, either an animal or a human. Benevolent miracles include healing (which works on both villagers and your creature), rain, wood, and food. Malevolent miracles are often attack spells such as fireballs or lightning spells.

The hand is quite powerful, but of course there’s a catch. As a god, you only have power within your own area of influence, an area defined by the number of believers you have and the locations of your towns. You can observe anywhere on the map, nothing is hidden from you, but to manipulate objects you must be within your own area. Your area is clearly marked by a thick red line drawn on the world, and if your hand leaves that area you can see the belief draining from it, drawn back to the worshippers.

This presents a problem, because your area of influence may not stretch all the way to the next unconverted town. You can try to grow your population of believers to stretch your area of influence over there. Or you can use your creature. Your creature is a supernatural animal under your influence. He starts out as a clean slate, only about two stories tall. Near the beginning of the game you can choose one of three animals: the ape, the tiger, or the cow. Each has its own advantage. The ape learns quickly, the tiger is a good fighter, and the cow is average in most stats and just plain lovable. I tend to choose the cow because, well, cows are awesome.

Your creature can do everything you can do, and in many ways can do it better. He can operate outside your area of influence, and once you teach him to cast miracles he can do them as often as he chooses without costing any mana. The trouble is, you don’t have direct control over him. You have to train him to do what you want, and training isn’t easy. You can direct him where to go by putting him on a leash, and you can tell him to interact with objects by clicking on them while holding the leash, but with any object there are more than one action he can perform on them. You can teach him the correct behaviors in two ways, teaching by example or by using positive and negative reinforcement. To teach him by example, put on the leash of learning (there is also a leash of compassion and a leash of aggression), and do yourself what you want him to do, such as casting rain miracles, watering crops, or throwing fireballs. If he sees you do something enough, then he’ll pick up the behavior and start doing it himself. And then there’s the reinforcement. If you tell him to interact with a villager, he might do a few things with it: eat it, throw it, set it down gently, or carry it around for a while. After each of these behaviors you can choose to punish it (by slapping it around) or rewarding it (by rubbing its belly). This will reinforce or deter its behaviors. You can also just ignore it and see how it turns out on its own, but don’t expect it to listen to your commands if it’s been living independently its whole life.

Being a physical creature, it has needs. It must eat and it must sleep to maintain its health. What you want it to eat is up to you, it could eat grain from fields, cattle, or it could eat people. And its behavior affects its appearance and strengths. If you have your creature carry boulders around it will build muscle and get lean. As time passes, it will get steadily bigger and its appearance will be affected by whether you teach it to do good things or evil things.

And when there’s another god around, your creatures can fight! The fighting system I found to be rather awkward, you click a spot on the enemy creature to mark where you want your creature to attack, and then he does so whenever he gets around to it. The fighting is real-time action, but the lag between command and action is much too long. If he loses he disincorporates and reappears at your temple with low health. He never permanently dies, but it’s a big setback, as he is no longer around to impede the other creature. As a god you can still attack the enemy creature directly with miracles or by throwing things at it, but again, only if it’s within your area of influence.

Throughout the game the people make demands of you, more food, more children, more houses, more mercy. You can meet these needs by doing it yourself (like scooping up grain and dumping it into the village store), or you can create disciples to help you along. By setting a person in a field they will become a farmer dedicated only to producing food. If you set a man next to a woman he will become a breeder, etc… And there’s a lot more to these people than is immediately apparent. You can zoom in on any one of them, find out their name, their age, their current activity, their destination. Everyone grows from a baby into old people and die (if something else doesn’t kill them first). There’s a lot of processing going on that isn’t immediately obvious. And you can help construct various buildings to help things along, such as a playground to keep kids occupied (so their parents can work more), and a graveyard so people won’t need to grieve as much about the bodies lying around in the street.

I found this game to be extremely difficult because there is just too much to manage, between the creature and the people. In the first world, there is not much conflict. That world is mostly a tutorial, with no opposing gods, just some side quests and stuff. I think the way to go is to spend this first world tending to your creature, because you don’t need to worry too much about the people–nobody’s trying to steal them away from you. If you could get your creature trained to a sufficiently consistent behavior in the first level, then for the later levels you could spend most of your time tending to the people. For me, I tend to get impatient and move on to the next level, and maintaining the happiness of my people, trying to usurp the other god’s people, and tending to my creature all at once proved too much for me, especially when the towns are so widely separated geographically. And these needy little humans just annoyed me. I got sick of literally telling them where to place every building. If you need a house–build it! I’m not seeing the problem here. But I may just not have had the best strategies for playing the game.

In 2005 there was a sequel released, cleverly titled Black & White 2. I didn’t really like this one. It took a complicated scenario and further complicated it, adding different cultures that could be played as, each with their own strengths and weaknesses, and adding human warfare. In the first game, humans are pacifist, or at least you never see them cause any damage on purpose. In this one you have to build and maintain armies, and it was all just too much for me, too much to juggle all at once.

If you want to play Black & White, it shouldn’t be too hard to find. I did a quick eBay search and found a few copies. Most of them didn’t have a Buy It Now price, so I’m not sure how much it would end up costing. There were many more copies of Black and White, with Buy It Now prices as low as $10 or so, so if you wanted to try that game out it would be easy to do.

If you want to feel the power of a god, and create good or evil giant animals which can shower love or destruction on your friends and enemies, then check this one out. Enjoy!

Niche Game: Deus Ex

Niche games: Âwe’ve all played them. ÂThey’re the games that you remember for a long time because they’re so unique. ÂSometimes they’re the only ones ever made like them. ÂOther times they were trailblazers for their kind of gameplay. ÂBut what they have in common is the bravery to try something new, allowing them to rise above the imitators. ÂEven though there might be newer games with shinier graphics, these games are still worth playing mecause they’re something different, something special.

Deus Ex is one of my favorite single-player games of all time. Many others have promised to provide the same things this game provides, but every time the others fall short. It is really that good. The game was released back in 2000 by Eidos for Windows computers, and has been released for Macintosh and Playstation 2 in the meantime (under the name Deus Ex: The Conspiracy).

The year is 2050. The world is in a state of chaos. The Gray Death plague runs rampant, ripping through the populace. There is a vaccine, but it is in very short supply and is primarily used for the rich and famous. Riots occur everywhere, and anti-government groups are becoming more and more prominent. To combat this, the United Nations has formed a worldwide police force called UNATCO, the United Nations Anti-Terrorist Coalition.

You take on the role of JC Denton, a rookie agent for UNATCO (United Nations Anti-Terrorist Coalition). You’re one of the prototypes of a new kind of enhanced agent. Instead of bulky and dehumanizing mechanical body parts, like your fellow agent Gunther Hermann, you are nanotechnologically enhanced. The title is a short version of “Deus Ex Machina”, which means “God from a machine”. This is a plot concept introduced in plays many centuries ago, where an apparently unsolvable situation is suddenly and miraculously solved by the unexpected intervention of a deity. The god was introduced to the stage at the time by lowering the actor mechanically from above the stage, thus coining the name. The title “Deus Ex” is particularly apt. The nanobots give you super-human abilities, which is one aspect, and also your character is the deus ex machina introduced to solve the world’s problems.

The game starts with your very first mission, which has been assigned to you as a test. UNATCO headquarters is on Liberty Island, the location of the statue of liberty. Terrorists occupy the statue with soldiers patrolling all over the grounds except the small portion of the island occupied by UNATCO. Sure, the UNATCO troops could mop these guys up with no problem, but they’d rather see what you can do.

The most unique aspect of this game is the way the missions are set up to allow multiple approaches to every scenario. These choices affect what you’ll want to carry in your inventory, how you want to interact with people, what skills you want to develop. This makes for enhanced replayability, because you can play it again with different tactics and have a very different gameplay experience. For instance, you can charge in the front door with guns blazing in classic FPS style. Or you can use lockpicks to sneak in a side door, only confronting enemy units when absolutely necessary. Or you can rely on your hacking skills, turn enemy turrets against their owners, unlock all the doors and just walk in.

Another thing that made this game great is the interweaving of dozens of conspiracy theories into one cohesive plot. The Illuminati, the Knights Templar, Men in Black, Area 51 and many others are all tied into the plot.

As you go through the game, there are so many incentives to explore. By picking a lock into a hotel room, you might find a note with an ATM code on it, a stash of money. You might find information. You might find a man with a gun ready to shoot intruders. Or you might find nothing of interest. You never know until you try. Not every area is hostile territory, but that doesn’t mean that you can’t break into shops, find contacts to buy black market goods behind hotels. You visit major world cities along the way, such as New York City and Hong Kong.

There are numerous ways to customize your game, which can make it different every time. First, you have upgradeable skills. At the beginning of the game, you’re given a set amount of skill points which you can allocate across a wide variety of skills. Many of these are weaponry skills: enhanced skill with pistol weapons, rifles, explosives, etc… Others are more general use, such as swimming skill that will help you hold your breath for longer underwater. But, to me, one skill trumps them all: hacking. Hacking is so versatile it’s useful for any situation and the more you upgrade the skill the more versatile it is. Every skill has four levels, each ascending level costing an increasing number of skill points to upgrade. At the lowest level, you are unable to hack. As you increase the skill level you’re able to affect more things when you hack, as well as have more time to do so. You can break into people’s personal computers and read their emails. You can hack into ATMs and withdraw money from other people’s accounts–although the ATMs do tend to malfunction after a single hack, never working afterward. Occasionally you come across ATM codes in emails and memos, so use the legitimate codes before hacking to maximize your cash intake. Most importantly, you can hack into automated security systems. From within the security system you can open security doors, disable laser triggers, and sometimes even turn automated machine gun turrets against their owners. You gain skill points by doing various things, such as completing primary or secondary objectives, and you also get them for unlisted objectives, such as exploring new areas to get “exploration points”

One of the things that makes this game the most unique is the upgradeable nano-augmentations. At the beginning of the game your augs are pretty basic. You have an infolink that gives you a popup comm window on your screen at anytime. Your targeting system can tell you if a person is a friend or a foe by color-coding the cross-hairs. And you have a light that you can use to see in the dark. But it uses up your battery systems, and enemies can see the light.

When you find your first nano-augmentation canister, that’s when things really start to get interesting. Each augmentation upgrades a specific aspect of your body, and can provide one of two enhancements, but once you choose one of the two, the change is permanent, and you can never go try the other one. One of the canisters, for instance, upgrades your eyes. You can choose “vision enhancement”: night vision at level one, infrared vision at level 2, short-range sonar at level 3 (see through walls), long-range sonar at level 4. Or you can choose targeting, which increases your accuracy and weapon damage as well as giving you info about your target, the higher the level the more accurate and the more info. Other upgrades throughout the game include the ability to heal damage, to walk more quietly, and invisibility. Choose wisely! There are two kinds of canisters, the augmentations which you have to choose between the two types, and upgrade canisters. The upgrades can be applied to any of your augs, but remember that these things aren’t just lying around everywhere–you’ve got to choose which augmentations are most valuable to upgrade.

Another way you make the game your own: inventory choices. You have a limited (though large) amount of carrying space. You can’t carry everything you come across, nor even every type of weapon. Myself, I like a wide an array of weapons to use in different situations. Others might like to tote around bulky heavy weaponry. Whatever you do, keep in mind that you might want to hold onto each weapon as long as you can, because of weapon upgrades. Each weapon can take numerous upgrades that can affect magazine size, reload rate, and the like, so once you’ve upgraded a weapon you may want to keep it around. Some items are must-haves: med kits, LAMs (like grenades), energy canisters, to name a few, luckily these things take up only one space in the inventory and are stackable (more than one of the same type fits in the same square). Lockpicks are a worthwhile tool as they are often an investment more than a cost, and you can use less of them if you upgrade your lockpick skill.

The difficulty of the game all depends on your decisions. I’ve heard it’s possible to complete the game without killing a single human being. That would be very difficult. There are several non-lethal weapons such as the tranq. crossbow and the stun prod, but tranqs are so slow-acting that the enemy often gets to an alarm button, and the stun prod requires a direct melee attack. And what augmentations and skills you choose to upgrade all affect your available strategies and the difficulty thereof. If I wanted to make the game harder, I could skip the hacking skill entirely, but for me that would make the game much less fun, because there’s nothing quite like the rush of turning an enemy’s trusted security system against them.

Also, you can save anywhere anytime, so if you constraint yourself in this ability, the difficulty will be raised. Otherwise you could pick every lock and just re-load an old game just before the pick if you don’t like what you find. While there’s nothing in the game to prohibit this, it does take much of the challenge out if you take this strategy.

There are multiple endings to the game, though luckily the objectives for each of them are given to you. You just need to choose which ones to complete. You’re not locked into any of the endings until you perform the final task for them, so if you keep some strategically saved games you can see all three endings without having to replay the whole game.

The graphics in the game are quite good, nice textures. My only complaint is that the faces, particularly the mouths, look blocky as people speak. The music is great, and the voice acting is superb. Some have complained that JC’s voice is too deadpan, but I think it’s appropriate given his character.

Hungry for more? There is a sequel, Deus Ex 2: Invisible War, but don’t expect much from it. It has some interesting ideas, but the core principles that made the first one great are dummied down to appeal to a wider audience. In addition, the graphics engine is needlessly vamped up. I ran it on a computer above the minimum specs and it would frequently stall as it tried to handle the rag-doll bodies and dynamic shadows. Those were fun effects, but reliance on pretty graphics is merely settling when looking at a Deus Ex game. Supposedly a Deus Ex 3 is in the works, but I don’t have high hopes for it. Warren Specter, the man that is given much of the credit for the first game, is not involved in this one, and that always makes me think it’s going to subpar, and usually I’m right. I hope I’m wrong. I really do. Hopefully I will be able to write up a separate Niche Games article later about how great it is. But I wouldn’t hold your breath. There have also been talks about movie rights, but again, I don’t have high hopes for anything worthwhile to come out of that.

If you want to find this game, it shouldn’t be too hard. A quick eBay search finds copies under 20 bucks, well worth the price of this one. Deus Ex has something for everyone. You will not regret it. Go buy it now, and enjoy!

Game Review: Ratchet and Clank: A Crack in Time

RatchetWritten by Melissa Shaw
Reprint from Fantasy Magazine

The new “Ratchet and Clank” game, “Ratchet and Clank: A Crack in Time (CIT)” for the Sony PS3, has a lot to live up to. The series is renowned for its quirky humor, vast array of gadgets and weapons, gorgeous visuals, and fast-paced, gleefully destructive action.

This installment picks up where the last left off: our favorite Lombax, Ratchet, is searching for his little robot pal, Clank, who vanished just after they won the big boss fight in “Ratchet and Clank: Tools of Destruction (TOD).” (“Ratchet and Clank: Quest for Booty,” a short game that was released between TOD and CIT, was a Ratchet-only digression that, while it had a few entertaining moments, added nothing to the ongoing storyline.) Clank himself ends up becoming a caretaker of the Great Clock, a device that sits exactly in the center of the universe (give or take 50 feet) that maintains and repairs the stability of time. The main villain of the story, Dr. Nefarious (familiar to fans of earlier R&C games), is scheming to gain control over the Great Clock and thus time itself, so he can change history, wrong past rights, and rule the universe.

Like previous installments, CIT delivers lots of weapons (though the Quickselect menu is no longer customizable), enemies, worlds, spectacular visuals, and gadgets. The series’ humor is still firmly in place. Particular favorites include Mr. Zurkon, a homicidal “synthenoid” robot who loves to taunt your enemies (and sometimes your friends), and the battery bots, who complain bitterly every time their brief rebellions against being used as power sources are thwarted. The game also introduces mini-worlds with mini-games that feature various prizes, including treasure items and weapons mods. Clank’s role and abilities are expanded dramatically, particularly with an interesting self-cloning and time-manipulation gameplay mechanic that lends itself to some challenging puzzles. Story-wise, you finally learn more about Ratchet’s mysterious Lombax heritage (turns out he’s not the only one left).

The game is not without its flaws, however. You spend most of the game playing Ratchet and Clank separately, precluding opportunities for the character interactions that make up so much of the series’ charm. Also, the game is slow to get going. It opens with more than six minutes of cut-scenes, interrupted only by one brief training sequence in which you play Clank, not Ratchet. While the cut-scenes are entertaining and slick, they get between the player and the action, and the first four minutes can’t be skipped. The first third of the game feels a bit dumbed-down and slow compared to previous versions, more oriented toward the 8-to-10-year-old set than the older demographic it’s ostensibly intended for. (Minor spoiler alert ahead!) And while it’s likely supposed to be a pleasant surprise, discovering that not one but both of our titular heroes are essentially princes feels heavy-handed and too coincidental.

But the game steadily picks up steam as you progress, and by the second half, it’s worthy of its place in the R&C universe. The game gives you not one, not two, but three big boss fights at the end (although one is dependent on finding all of one particular treasure item, a time-consuming venture), and all are challenging and exhilarating.

The soundtrack is a mixed bag: sometimes orchestral and seamless, sometimes a jarring, retro 80s rock. Standout voiceover performances include Armin Shimerman’s as Dr. Nefarious, and Jim Ward’s as Captain Qwark.

Overall, while “Ratchet and Clank: A Crack in Time” gets off to a slow start, it ultimately delivers the humor, spectacular visuals, variety of weapons and gadgets, and lively action that fans of this series have come to expect.

10527_1187758026540_1606014926_30480607_3193812_nMelissa Shaw’s short fiction has appeared in Asimov’s, Realms of Fantasy, Analog, and several anthologies. Melissa is a Clarion West graduate and a “Writers of the Future” contest winner. She is currently writing for an as-yet-unreleased video game.